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[其他] 多重箭修改

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鲜花(222) 鸡蛋(0)
发表于 2013-1-28 23:28:08 | 显示全部楼层
这样看来我一个地方没弄好,我再看看。

不对啊,我测试时,我带着诺多箭射出的就是诺多箭

你用的是什么箭?如果是自己新增的那是会自动用练习箭代替的。除了诺多箭和练习箭外,其他箭都是连续的不可能弄调 ...
异界行者 发表于 2012-12-2 12:56


try_for_range_backwards在看着你
  1. (store_trigger_param_1,":shooter"),#Get the attacker Agent for add_missile'
  2. (try_for_range, ":unused", 1, 6),
  3. #(try_for_range, ":unused", 1, 1),
  4.     (agent_get_wielded_item,":agent_cur_weapon",":shooter"),
  5.     (gt,":agent_cur_weapon",0),
  6.    
  7.      (assign,":cur_weapon_slot",-1),
  8.      (assign,":item_slot_num",4),
  9.      (try_for_range,":cur_item_slot",0,":item_slot_num"),
  10.         (eq,":cur_weapon_slot",-1),
  11.         (agent_get_item_slot, ":item_no", ":shooter", ":cur_item_slot"),
  12.         (eq,":item_no",":agent_cur_weapon"),
  13.         (assign,":cur_weapon_slot",":cur_item_slot"),
  14.      (try_end),
  15.    
  16.     (agent_get_item_cur_ammo, ":cur_ammo", ":shooter",":cur_weapon_slot"),
  17.     (gt,":cur_ammo",0),
  18.     (val_sub,":cur_ammo",1),
  19.     (agent_set_ammo,":shooter",":agent_cur_weapon",":cur_ammo"),
  20.    
  21.                     #match the right ammmo type
  22.      (assign,":cur_ammo_id","itm_van_helsing_crossbow_bolt"),#as default
  23.      (assign,":item_slot_num",4),
  24.      (try_for_range,":cur_item_slot",0,":item_slot_num"),
  25.         (agent_get_item_slot, ":item_no", ":shooter", ":cur_item_slot"),
  26.         (gt,":item_no",-1),
  27.         (item_get_type, ":item_type", ":item_no"),
  28.         (eq,":item_type",itp_type_bolts),
  29.         (agent_get_item_cur_ammo, ":cur_ammo_2", ":shooter", ":cur_item_slot"),
  30.         (gt,":cur_ammo_2",0),
  31.         (assign,":cur_ammo_id",":item_no"),
  32.         (assign,":item_slot_num",0),#break
  33.      (try_end),
  34.   
  35.     (agent_get_horse,":horse",":shooter"),
  36.     (agent_get_look_position,pos3,":shooter"),
  37.     (agent_get_position,pos4,":shooter"),
  38.     (position_copy_rotation,pos4,pos3),
  39.     (try_begin),
  40.       (gt, ":horse", -1),
  41.       (position_move_z,pos4,270),
  42.     (else_try),
  43.       (neg|gt, ":horse", -1),
  44.       (position_move_z,pos4,170),
  45.     (try_end),
  46.                      
  47.     #Shotgun script
  48.     #Rifle Version
  49.     (set_fixed_point_multiplier, 100),
  50.     (store_random_in_range, ":z_offset", -300, 301),#Random Rotation of Z
  51.     (position_rotate_x_floating, pos4, 9000), # change axis by rotating 90 degrees
  52.     (position_rotate_y_floating, pos4, ":z_offset"), # rotate z floating
  53.     (position_rotate_x_floating, pos4, -9000), # change axis back
  54.     (store_random_in_range, ":x_offset", -300, 301),#Random Rotation of X
  55.     (position_rotate_x_floating, pos4, ":x_offset"), # Final adjustment of X
  56.         
  57.     (add_missile, ":shooter", pos4, 9000, "itm_van_helsing_crossbow", 0, ":cur_ammo_id", 0),
  58.    
  59. (try_end),
  60. ]),]],
复制代码
这是我自己弄得多重箭,自己看下是否有什么收获

   (set_fixed_point_multiplier, 100),
这一句可以让各种场景下的各种数据标准统一
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